diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 319 |
1 files changed, 143 insertions, 176 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index b8cc3928eb..ecb563214c 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -65,7 +65,7 @@ RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_bas } uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() { - return (1 << RS::INSTANCE_LIGHT); + return ((1 << RS::INSTANCE_LIGHT) | (1 << RS::INSTANCE_REFLECTION_PROBE)); } void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) { @@ -97,6 +97,14 @@ void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID } } +void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { + paired_reflection_probes.clear(); + + for (uint32_t i = 0; i < p_reflection_probe_instance_count; i++) { + paired_reflection_probes.push_back(p_reflection_probe_instances[i]); + } +} + void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance); ERR_FAIL_NULL(ginstance); @@ -854,6 +862,7 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, } void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier) { + GLES3::CubemapFilter *cubemap_filter = GLES3::CubemapFilter::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); @@ -970,10 +979,10 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p if (update_single_frame) { for (int i = 0; i < max_processing_layer; i++) { - _filter_sky_radiance(sky, i); + cubemap_filter->filter_radiance(sky->raw_radiance, sky->radiance, sky->radiance_framebuffer, sky->radiance_size, sky->mipmap_count, i); } } else { - _filter_sky_radiance(sky, 0); //Just copy over the first mipmap + cubemap_filter->filter_radiance(sky->raw_radiance, sky->radiance, sky->radiance_framebuffer, sky->radiance_size, sky->mipmap_count, 0); // Just copy over the first mipmap. } sky->processing_layer = 1; sky->baked_exposure = p_sky_energy_multiplier; @@ -984,135 +993,11 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_DISABLED); scene_state.enable_gl_blend(false); - _filter_sky_radiance(sky, sky->processing_layer); + cubemap_filter->filter_radiance(sky->raw_radiance, sky->radiance, sky->radiance_framebuffer, sky->radiance_size, sky->mipmap_count, sky->processing_layer); sky->processing_layer++; } } -} - -// Helper functions for IBL filtering - -Vector3 importance_sample_GGX(Vector2 xi, float roughness4) { - // Compute distribution direction - float phi = 2.0 * Math_PI * xi.x; - float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y)); - float sin_theta = sqrt(1.0 - cos_theta * cos_theta); - - // Convert to spherical direction - Vector3 half_vector; - half_vector.x = sin_theta * cos(phi); - half_vector.y = sin_theta * sin(phi); - half_vector.z = cos_theta; - - return half_vector; -} - -float distribution_GGX(float NdotH, float roughness4) { - float NdotH2 = NdotH * NdotH; - float denom = (NdotH2 * (roughness4 - 1.0) + 1.0); - denom = Math_PI * denom * denom; - - return roughness4 / denom; -} - -float radical_inverse_vdC(uint32_t bits) { - bits = (bits << 16) | (bits >> 16); - bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1); - bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2); - bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4); - bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); - - return float(bits) * 2.3283064365386963e-10; -} - -Vector2 hammersley(uint32_t i, uint32_t N) { - return Vector2(float(i) / float(N), radical_inverse_vdC(i)); -} - -void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) { - GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_CUBE_MAP, p_sky->raw_radiance); - glBindFramebuffer(GL_FRAMEBUFFER, p_sky->radiance_framebuffer); - - CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT; - - if (p_base_layer == 0) { - glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - // Copy over base layer without filtering. - mode = CubemapFilterShaderGLES3::MODE_COPY; - } - - int size = p_sky->radiance_size >> p_base_layer; - glViewport(0, 0, size, size); - glBindVertexArray(sky_globals.screen_triangle_array); - - bool success = material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode); - if (!success) { - return; - } - - if (p_base_layer > 0) { - const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples }; - uint32_t sample_count = sample_counts[MIN(3, p_base_layer)]; - - float roughness = float(p_base_layer) / (p_sky->mipmap_count); - float roughness4 = roughness * roughness; - roughness4 *= roughness4; - - float solid_angle_texel = 4.0 * Math_PI / float(6 * size * size); - - LocalVector<float> sample_directions; - sample_directions.resize(4 * sample_count); - - uint32_t index = 0; - float weight = 0.0; - for (uint32_t i = 0; i < sample_count; i++) { - Vector2 xi = hammersley(i, sample_count); - Vector3 dir = importance_sample_GGX(xi, roughness4); - Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0)); - - if (light_vec.z < 0.0) { - continue; - } - - sample_directions[index * 4] = light_vec.x; - sample_directions[index * 4 + 1] = light_vec.y; - sample_directions[index * 4 + 2] = light_vec.z; - - float D = distribution_GGX(dir.z, roughness4); - float pdf = D * dir.z / (4.0 * dir.z) + 0.0001; - - float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001); - - float mip_level = MAX(0.5 * log2(solid_angle_sample / solid_angle_texel) + float(MAX(1, p_base_layer - 3)), 1.0); - - sample_directions[index * 4 + 3] = mip_level; - weight += light_vec.z; - index++; - } - - glUniform4fv(material_storage->shaders.cubemap_filter_shader.version_get_uniform(CubemapFilterShaderGLES3::SAMPLE_DIRECTIONS_MIP, scene_globals.cubemap_filter_shader_version, mode), sample_count, sample_directions.ptr()); - material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::WEIGHT, weight, scene_globals.cubemap_filter_shader_version, mode); - material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, index, scene_globals.cubemap_filter_shader_version, mode); - } - - for (int i = 0; i < 6; i++) { - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer); -#ifdef DEBUG_ENABLED - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status)); - } -#endif - material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode); - - glDrawArrays(GL_TRIANGLES, 0, 3); - } - glBindVertexArray(0); - glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y); - glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + glViewport(0, 0, sky->screen_size.x, sky->screen_size.y); } Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { @@ -1334,6 +1219,7 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit } void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) { GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); + GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_screen_texture = false; @@ -1392,22 +1278,24 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const inst->light_passes.clear(); inst->spot_light_gl_cache.clear(); inst->omni_light_gl_cache.clear(); + inst->reflection_probes_local_transform_cache.clear(); + inst->reflection_probe_rid_cache.clear(); uint64_t current_frame = RSG::rasterizer->get_frame_number(); if (inst->paired_omni_light_count) { for (uint32_t j = 0; j < inst->paired_omni_light_count; j++) { RID light_instance = inst->paired_omni_lights[j]; - if (GLES3::LightStorage::get_singleton()->light_instance_get_render_pass(light_instance) != current_frame) { + if (light_storage->light_instance_get_render_pass(light_instance) != current_frame) { continue; } - RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance); - int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance); + RID light = light_storage->light_instance_get_base_light(light_instance); + int32_t shadow_id = light_storage->light_instance_get_shadow_id(light_instance); - if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) { + if (light_storage->light_has_shadow(light) && shadow_id >= 0) { // Skip static lights when a lightmap is used. - if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) { + if (!inst->lightmap_instance.is_valid() || light_storage->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) { GeometryInstanceGLES3::LightPass pass; - pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance); + pass.light_id = light_storage->light_instance_get_gl_id(light_instance); pass.shadow_id = shadow_id; pass.light_instance_rid = light_instance; pass.is_omni = true; @@ -1415,7 +1303,7 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const } } else { // Lights without shadow can all go in base pass. - inst->omni_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance)); + inst->omni_light_gl_cache.push_back((uint32_t)light_storage->light_instance_get_gl_id(light_instance)); } } } @@ -1423,24 +1311,42 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const if (inst->paired_spot_light_count) { for (uint32_t j = 0; j < inst->paired_spot_light_count; j++) { RID light_instance = inst->paired_spot_lights[j]; - if (GLES3::LightStorage::get_singleton()->light_instance_get_render_pass(light_instance) != current_frame) { + if (light_storage->light_instance_get_render_pass(light_instance) != current_frame) { continue; } - RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance); - int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance); + RID light = light_storage->light_instance_get_base_light(light_instance); + int32_t shadow_id = light_storage->light_instance_get_shadow_id(light_instance); - if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) { + if (light_storage->light_has_shadow(light) && shadow_id >= 0) { // Skip static lights when a lightmap is used. - if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) { + if (!inst->lightmap_instance.is_valid() || light_storage->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) { GeometryInstanceGLES3::LightPass pass; - pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance); + pass.light_id = light_storage->light_instance_get_gl_id(light_instance); pass.shadow_id = shadow_id; pass.light_instance_rid = light_instance; inst->light_passes.push_back(pass); } } else { // Lights without shadow can all go in base pass. - inst->spot_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance)); + inst->spot_light_gl_cache.push_back((uint32_t)light_storage->light_instance_get_gl_id(light_instance)); + } + } + } + + if (p_render_data->reflection_probe.is_null() && inst->paired_reflection_probes.size() > 0) { + // Do not include if we're rendering reflection probes. + // We only support two probes for now and we handle them first come, first serve. + // This should be improved one day, at minimum the list should be sorted by priority. + + for (uint32_t pi = 0; pi < inst->paired_reflection_probes.size(); pi++) { + RID probe_instance = inst->paired_reflection_probes[pi]; + RID atlas = light_storage->reflection_probe_instance_get_atlas(probe_instance); + RID probe = light_storage->reflection_probe_instance_get_probe(probe_instance); + uint32_t reflection_mask = light_storage->reflection_probe_get_reflection_mask(probe); + if (atlas.is_valid() && (inst->layer_mask & reflection_mask)) { + Transform3D local_matrix = p_render_data->inv_cam_transform * light_storage->reflection_probe_instance_get_transform(probe_instance); + inst->reflection_probes_local_transform_cache.push_back(local_matrix.affine_inverse()); + inst->reflection_probe_rid_cache.push_back(probe_instance); } } } @@ -2321,20 +2227,21 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ RENDER_TIMESTAMP("Setup 3D Scene"); bool apply_color_adjustments_in_post = false; + bool is_reflection_probe = p_reflection_probe.is_valid(); - Ref<RenderSceneBuffersGLES3> rb; - if (p_render_buffers.is_valid()) { - rb = p_render_buffers; - ERR_FAIL_COND(rb.is_null()); + Ref<RenderSceneBuffersGLES3> rb = p_render_buffers; + ERR_FAIL_COND(rb.is_null()); - if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) { - // If we're scaling, we apply tonemapping etc. in post, so disable it during rendering - apply_color_adjustments_in_post = true; - } + if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) { + // If we're scaling, we apply tonemapping etc. in post, so disable it during rendering + apply_color_adjustments_in_post = true; } - GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target); - ERR_FAIL_NULL(rt); + GLES3::RenderTarget *rt = nullptr; // No render target for reflection probe + if (!is_reflection_probe) { + rt = texture_storage->get_render_target(rb->render_target); + ERR_FAIL_NULL(rt); + } bool glow_enabled = false; if (p_environment.is_valid() && rb.is_valid()) { @@ -2351,7 +2258,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ RenderDataGLES3 render_data; { render_data.render_buffers = rb; - render_data.transparent_bg = rb.is_valid() ? rt->is_transparent : false; + render_data.transparent_bg = rt ? rt->is_transparent : false; // Our first camera is used by default render_data.cam_transform = p_camera_data->main_transform; render_data.inv_cam_transform = render_data.cam_transform.affine_inverse(); @@ -2381,7 +2288,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ // this should be the same for all cameras.. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); - if (rt->color_type == GL_UNSIGNED_INT_2_10_10_10_REV && glow_enabled) { + if (rt != nullptr && rt->color_type == GL_UNSIGNED_INT_2_10_10_10_REV && glow_enabled) { // As our output is in sRGB and we're using 10bit color space, we can fake a little HDR to do glow... render_data.luminance_multiplier = 0.25; } else { @@ -2415,7 +2322,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer); Color clear_color; - if (p_render_buffers.is_valid()) { + if (!is_reflection_probe && rb->render_target.is_valid()) { clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target); } else { clear_color = texture_storage->get_default_clear_color(); @@ -2448,9 +2355,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization. - bool flip_y = !render_data.reflection_probe.is_valid(); + bool flip_y = !is_reflection_probe; - if (rt->overridden.color.is_valid()) { + if (rt && rt->overridden.color.is_valid()) { // If we've overridden the render target's color texture, then don't render upside down. // We're probably rendering directly to an XR device. flip_y = false; @@ -2462,7 +2369,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ _render_shadows(&render_data, screen_size); _setup_lights(&render_data, true, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count, render_data.directional_shadow_count); - _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false); + _setup_environment(&render_data, is_reflection_probe, screen_size, flip_y, clear_color, false); _fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR); render_list[RENDER_LIST_OPAQUE].sort_by_key(); @@ -2522,7 +2429,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); Projection projection = render_data.cam_projection; - if (render_data.reflection_probe.is_valid()) { + if (is_reflection_probe) { Projection correction; correction.set_depth_correction(true, true, false); projection = correction * render_data.cam_projection; @@ -2543,7 +2450,12 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ } } - GLuint fbo = rb->get_render_fbo(); + GLuint fbo = 0; + if (is_reflection_probe) { + fbo = GLES3::LightStorage::get_singleton()->reflection_probe_instance_get_framebuffer(render_data.reflection_probe, render_data.reflection_probe_pass); + } else { + fbo = rb->get_render_fbo(); + } glBindFramebuffer(GL_FRAMEBUFFER, fbo); glViewport(0, 0, rb->internal_size.x, rb->internal_size.y); @@ -2664,10 +2576,17 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ scene_state.enable_gl_blend(false); scene_state.set_gl_cull_mode(GLES3::SceneShaderData::CULL_BACK); - _draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, render_data.luminance_multiplier, p_camera_data->view_count > 1, flip_y, apply_color_adjustments_in_post); + Projection projection = render_data.cam_projection; + if (is_reflection_probe) { + Projection correction; + correction.columns[1][1] = -1.0; + projection = correction * render_data.cam_projection; + } + + _draw_sky(render_data.environment, projection, render_data.cam_transform, sky_energy_multiplier, render_data.luminance_multiplier, p_camera_data->view_count > 1, flip_y, apply_color_adjustments_in_post); } - if (scene_state.used_screen_texture || scene_state.used_depth_texture) { + if (rt && (scene_state.used_screen_texture || scene_state.used_depth_texture)) { Size2i size; GLuint backbuffer_fbo = 0; GLuint backbuffer = 0; @@ -2725,7 +2644,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ glFrontFace(GL_CCW); } - if (rb.is_valid()) { + if (!is_reflection_probe && rb.is_valid()) { _render_buffers_debug_draw(rb, p_shadow_atlas, fbo); } @@ -2733,9 +2652,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_ scene_state.reset_gl_state(); glUseProgram(0); - _render_post_processing(&render_data); + if (!is_reflection_probe) { + _render_post_processing(&render_data); - texture_storage->render_target_disable_clear_request(rb->render_target); + texture_storage->render_target_disable_clear_request(rb->render_target); + } glActiveTexture(GL_TEXTURE0); } @@ -3203,6 +3124,14 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL; } + if (inst->reflection_probe_rid_cache.size() == 0) { + // We don't have any probes. + spec_constants |= SceneShaderGLES3::DISABLE_REFLECTION_PROBE; + } else if (inst->reflection_probe_rid_cache.size() > 1) { + // We have a second probe. + spec_constants |= SceneShaderGLES3::SECOND_REFLECTION_PROBE; + } + if (inst->lightmap_instance.is_valid()) { spec_constants |= SceneShaderGLES3::USE_LIGHTMAP; @@ -3224,6 +3153,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT; spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL; spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP; + spec_constants |= SceneShaderGLES3::DISABLE_REFLECTION_PROBE; } if (uses_additive_lighting) { @@ -3383,6 +3313,52 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, } } + // Pass in reflection probe data + if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { + if (pass == 0 && inst->reflection_probe_rid_cache.size() > 0) { + GLES3::Config *config = GLES3::Config::get_singleton(); + GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); + + // Setup first probe. + { + RID probe_rid = light_storage->reflection_probe_instance_get_probe(inst->reflection_probe_rid_cache[0]); + GLES3::ReflectionProbe *probe = light_storage->get_reflection_probe(probe_rid); + + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_USE_BOX_PROJECT, probe->box_projection, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_BOX_EXTENTS, probe->size * 0.5, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_BOX_OFFSET, probe->origin_offset, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_EXTERIOR, !probe->interior, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_INTENSITY, probe->intensity, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_AMBIENT_MODE, int(probe->ambient_mode), shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_AMBIENT_COLOR, probe->ambient_color * probe->ambient_color_energy, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE1_LOCAL_MATRIX, inst->reflection_probes_local_transform_cache[0], shader->version, instance_variant, spec_constants); + + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7); + glBindTexture(GL_TEXTURE_CUBE_MAP, light_storage->reflection_probe_instance_get_texture(inst->reflection_probe_rid_cache[0])); + } + + if (inst->reflection_probe_rid_cache.size() > 1) { + // Setup second probe. + RID probe_rid = light_storage->reflection_probe_instance_get_probe(inst->reflection_probe_rid_cache[1]); + GLES3::ReflectionProbe *probe = light_storage->get_reflection_probe(probe_rid); + + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_USE_BOX_PROJECT, probe->box_projection, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_BOX_EXTENTS, probe->size * 0.5, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_BOX_OFFSET, probe->origin_offset, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_EXTERIOR, !probe->interior, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_INTENSITY, probe->intensity, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_AMBIENT_MODE, int(probe->ambient_mode), shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_AMBIENT_COLOR, probe->ambient_color * probe->ambient_color_energy, shader->version, instance_variant, spec_constants); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::REFPROBE2_LOCAL_MATRIX, inst->reflection_probes_local_transform_cache[1], shader->version, instance_variant, spec_constants); + + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 8); + glBindTexture(GL_TEXTURE_CUBE_MAP, light_storage->reflection_probe_instance_get_texture(inst->reflection_probe_rid_cache[1])); + + spec_constants |= SceneShaderGLES3::SECOND_REFLECTION_PROBE; + } + } + } + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants); { GLES3::Mesh::Surface *s = reinterpret_cast<GLES3::Mesh::Surface *>(surf->surface); @@ -4074,6 +4050,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() { global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n"; global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n"; global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "u\n"; + global_defines += "\n#define MAX_ROUGHNESS_LOD " + itos(sky_globals.roughness_layers - 1) + ".0\n"; material_storage->shaders.scene_shader.initialize(global_defines); scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create(); material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR); @@ -4129,7 +4106,6 @@ void fragment() { { // Initialize Sky stuff sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers"); - sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"); String global_defines; global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now @@ -4139,13 +4115,6 @@ void fragment() { } { - String global_defines; - global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n"; - material_storage->shaders.cubemap_filter_shader.initialize(global_defines); - scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create(); - } - - { sky_globals.default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(sky_globals.default_shader); @@ -4234,7 +4203,6 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() { // Scene Shader GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version); - GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version); RSG::material_storage->material_free(scene_globals.default_material); RSG::material_storage->shader_free(scene_globals.default_shader); @@ -4250,7 +4218,6 @@ RasterizerSceneGLES3::~RasterizerSceneGLES3() { RSG::material_storage->shader_free(sky_globals.fog_shader); GLES3::Utilities::get_singleton()->buffer_free_data(sky_globals.screen_triangle); glDeleteVertexArrays(1, &sky_globals.screen_triangle_array); - glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex); GLES3::Utilities::get_singleton()->buffer_free_data(sky_globals.directional_light_buffer); memdelete_arr(sky_globals.directional_lights); memdelete_arr(sky_globals.last_frame_directional_lights); |